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NeutralState

Radar/Hydro Change to Use on Demand with Max Timer? Like Horns

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Feels if the area detection consumables are changed to use on demand with a maximum activation time then a shorter CD would make the game feel more interactive and make the users of the consumables making more "skill/tactical" decisions.

The consumables' charge counter refilled when not in use, and when activated the counter drains and allows a maximum activation time (preferably much shorter than current activation time). The trade off for "on demand" use is countered by shorter maximum activation duration as well as a penalty if the counter is completely drained, a long CD occurs.

 

 

Edited by NeutralState
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I don’t think that will work well. For radar you can use it just shortly to scout a cap and with hydro to spot torps, before making a move. That way I think you can use the consumable for a pretty long time.

 

How will this help for a DD pov?

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So, make it almost constant, and so it never runs out.

 

Ah, Radar is already a cancer, and hydro on certain ships is too. You want to make it worse.

 

NO.

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1 minute ago, Th3KrimzonD3mon said:

So, make it almost constant, and so it never runs out.

 

Ah, Radar is already a cancer, and hydro on certain ships is too. You want to make it worse.

 

NO.

No it doesn't run constant. It'll be available for constant "pinging" but won't be able to stay almost active for a min at a time to illuminate targets to death. 

It'll make the game more mobile.

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Team screams Use your Radar N.O. 

N.O. says I am too far away from you for it to be useful for either of us or the Team.

Team player says Report our N.O. he is Useless.

N.O. continues to play without support from Team.

End Battle reports show Victory N.O. top 3 on team.

Team mate who requested the Report  Dead Last on winning Team.

Moral of this story: 

 When asking for Help be sure they are in position to benefit the team. 

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You don't need the target to be illuminated continuously to shoot at and kill it.

  1. Pop radar to spot the target.
  2. Shoot at the target.
  3. Turn off radar while guns are reloading.
  4. Repeat.

You can stretch out radar duration a hell lot with that. Especially if it recharges during the guns reload.

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14 minutes ago, CLUCH_CARGO said:

Team screams Use your Radar N.O. 

N.O. says I am too far away from you for it to be useful for either of us or the Team.

Team player says Report our N.O. he is Useless.

N.O. continues to play without support from Team.

End Battle reports show Victory N.O. top 3 on team.

Team mate who requested the Report  Dead Last on winning Team.

Moral of this story: 

 When asking for Help be sure they are in position to benefit the team. 

were you the NO? or the reporter? haha

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30 minutes ago, chewonit said:

You don't need the target to be illuminated continuously to shoot at and kill it.

  1. Pop radar to spot the target.
  2. Shoot at the target.
  3. Turn off radar while guns are reloading.
  4. Repeat.

You can stretch out radar duration a hell lot with that. Especially if it recharges during the guns reload.

Precisely why this is a terrible idea for game balance. Especially with the way radar functions right now.

 

It'd be easier to swallow if it couldn't also be used to scan behind terrain with a 1-second ping.

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1 hour ago, chewonit said:

You don't need the target to be illuminated continuously to shoot at and kill it.

  1. Pop radar to spot the target.
  2. Shoot at the target.
  3. Turn off radar while guns are reloading.
  4. Repeat.

You can stretch out radar duration a hell lot with that. Especially if it recharges during the guns reload.

 

Okay, so, exactly what part of that do you think is going to not utterly break the game?

And please note: even though the games I talk about most lately on here are DD games, I've got more battles in Des Moines or in Radar Minotard than I do in any other ship. More than any other two ships combined, if you take Khab and Kami-R out of the equation.

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2 minutes ago, LT_Rusty_SWO said:

 

Okay, so, exactly what part of that do you think is going to not utterly break the game?

 

Mm... I was pointing out how the proposed change can be abused thus not a good idea?

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No, this would eliminate counter play from DDs or CLs.  Right now when a DD/CL gets lit up by radar or Hydro they know that 1) after a certain time it will be off and they will have a certain window to operate in before that ship can radar/hydro them again.  The OP's proposal would remove that defensive play and DD/CLs would need to treat ships with radar or hydro as though they always had radar or hydro up.

Big no from my perspective.

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11 minutes ago, chewonit said:

Mm... I was pointing out how the proposed change can be abused thus not a good idea?

 

Oh, sorry! I misinterpreted that! Carry on, then!

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